Files
create/src/Mod/Mesh/Gui/SoFCMeshNode.cpp
2022-03-29 12:36:30 -05:00

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27 KiB
C++

/***************************************************************************
* Copyright (c) 2006 Werner Mayer <werner.wm.mayer@gmx.de> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#include "PreCompiled.h"
#ifndef _PreComp_
# ifdef FC_OS_WIN32
# include <windows.h>
# endif
# ifdef FC_OS_MACOSX
# include <OpenGL/gl.h>
# else
# include <GL/gl.h>
# endif
# include <Inventor/SbBox.h>
# include <Inventor/SoOutput.h>
# include <Inventor/SoPrimitiveVertex.h>
# include <Inventor/actions/SoGLRenderAction.h>
# include <Inventor/actions/SoGetPrimitiveCountAction.h>
# include <Inventor/actions/SoWriteAction.h>
# include <Inventor/bundles/SoMaterialBundle.h>
# include <Inventor/bundles/SoTextureCoordinateBundle.h>
# include <Inventor/details/SoFaceDetail.h>
# include <Inventor/details/SoPointDetail.h>
# include <Inventor/elements/SoGLCacheContextElement.h>
# include <Inventor/elements/SoLazyElement.h>
# include <Inventor/elements/SoLightModelElement.h>
# include <Inventor/misc/SoState.h>
#endif
#include <Gui/SoFCInteractiveElement.h>
#include <Mod/Mesh/App/Core/Elements.h>
#include <Mod/Mesh/App/Core/Grid.h>
#include <Mod/Mesh/App/Core/Algorithm.h>
#include <Mod/Mesh/App/Core/MeshIO.h>
#include <Mod/Mesh/App/Mesh.h>
#include "SoFCMeshNode.h"
using namespace MeshGui;
/**
* class SoFCMeshNode
* \brief The SoFCMeshNode class is designed to render huge meshes.
*
* The SoFCMeshNode is an Inventor shape node that is designed to render huge meshes. If the mesh exceeds a certain number of triangles
* and the user does some intersections (e.g. moving, rotating, zooming, spinning, etc.) with the mesh then the GLRender() method renders
* only the gravity points of a subset of the triangles.
* If there is no user interaction with the mesh then all triangles are rendered.
* The limit of maximum allowed triangles can be specified in \a MaximumTriangles, the default value is set to 500.000.
*
* The GLRender() method checks the status of the SoFCInteractiveElement to decide to be in interactive mode or not.
* To take advantage of this facility the client programmer must set the status of the SoFCInteractiveElement to \a true
* if there is a user interaction and set the status to \a false if not. This can be done e.g. in the actualRedraw() method of
* the viewer.
* \author Werner Mayer
*/
// Helper functions: draw vertices
inline void glVertex(const MeshCore::MeshPoint& _v)
{
float v[3];
v[0]=_v.x; v[1]=_v.y;v[2]=_v.z;
glVertex3fv(v);
}
// Helper functions: draw normal
inline void glNormal(const Base::Vector3f& _n)
{
float n[3];
n[0]=_n.x; n[1]=_n.y;n[2]=_n.z;
glNormal3fv(n);
}
// Helper functions: draw normal
inline void glNormal(float* n)
{
glNormal3fv(n);
}
// Helper function: convert Vec to SbVec3f
inline SbVec3f sbvec3f(const Base::Vector3f& _v) {
return SbVec3f(_v.x, _v.y, _v.z);
}
SO_NODE_SOURCE(SoFCMeshNode);
void SoFCMeshNode::initClass()
{
SO_NODE_INIT_CLASS(SoFCMeshNode, SoShape, "Shape");
}
SoFCMeshNode::SoFCMeshNode() : MaximumTriangles(500000), _mesh(0), _ctPrimitives(0)
{
SO_NODE_CONSTRUCTOR(SoFCMeshNode);
SO_NODE_ADD_FIELD(point, (0.0f, 0.0f, 0.0f));
SO_NODE_ADD_FIELD(coordIndex,(0));
}
void SoFCMeshNode::notify(SoNotList * node)
{
SoShape::notify(node);
}
/**
* Sets the mesh.
*/
void SoFCMeshNode::setMesh(const Mesh::MeshObject* mesh)
{
_mesh = mesh;
}
/**
* Creates a rough mesh model from the original data attached to a grid in case \a simplest is false. The number of grids
* in each direction doesn't exceed 50.
* If \a simplest is true then the model is built from the bounding box instead.
*
* For every move event the complete data set must be iterated to refresh internal Inventor data @see generatePrimitives().
* Doing this very often for very huge data sets slows down the system noticeably. Using a rough model as proxy instead of the original
* data set can speed up the user interaction extremely.
* @note The proxy will never be displayed. It's just used for the picking mechanism.
* @note The usage of the proxy might be confusing a little bit due to the fact that some details get lost. So it'll be possible
* to pick the data set where no data seem to be.
*/
void SoFCMeshNode::createRoughModel(bool simplest)
{
const Base::BoundBox3f& cBox = _mesh->getKernel().GetBoundBox();
if ( simplest ) {
int triangles[36] = {
0,1,2,0,2,3,
0,1,5,0,5,4,
0,4,7,0,7,3,
6,7,4,6,4,5,
6,2,3,6,3,7,
6,1,2,6,5,1
};
SbVec3f points[8] = {
SbVec3f(cBox.MinX,cBox.MinY,cBox.MinZ),
SbVec3f(cBox.MaxX,cBox.MinY,cBox.MinZ),
SbVec3f(cBox.MaxX,cBox.MaxY,cBox.MinZ),
SbVec3f(cBox.MinX,cBox.MaxY,cBox.MinZ),
SbVec3f(cBox.MinX,cBox.MinY,cBox.MaxZ),
SbVec3f(cBox.MaxX,cBox.MinY,cBox.MaxZ),
SbVec3f(cBox.MaxX,cBox.MaxY,cBox.MaxZ),
SbVec3f(cBox.MinX,cBox.MaxY,cBox.MaxZ)
};
coordIndex.setValues(0,36,triangles);
point.setValues (0,8,points);
} else {
// Check the boundings and the average edge length
float fAvgLen = 5.0f * MeshCore::MeshAlgorithm(_mesh->getKernel()).GetAverageEdgeLength();
// create maximum 50 grids in each direction
fAvgLen = std::max<float>(fAvgLen, (cBox.MaxX-cBox.MinX)/50.0f);
fAvgLen = std::max<float>(fAvgLen, (cBox.MaxY-cBox.MinY)/50.0f);
fAvgLen = std::max<float>(fAvgLen, (cBox.MaxZ-cBox.MinZ)/50.0f);
MeshCore::MeshGeomFacet face;
std::vector<MeshCore::MeshGeomFacet> facets;
MeshCore::MeshPointGrid cGrid(_mesh->getKernel(), fAvgLen);
unsigned long ulMaxX, ulMaxY, ulMaxZ;
cGrid.GetCtGrids(ulMaxX, ulMaxY, ulMaxZ);
MeshCore::MeshGridIterator cIter(cGrid);
for ( cIter.Init(); cIter.More(); cIter.Next() ) {
if ( cIter.GetCtElements() > 0 ) {
unsigned long ulX, ulY, ulZ;
cIter.GetGridPos(ulX, ulY, ulZ);
Base::BoundBox3f cBox = cIter.GetBoundBox();
if ( ulX == 0 || (ulX-1 >= 0 && cGrid.GetCtElements(ulX-1,ulY, ulZ) == 0) ) {
face._aclPoints[0].Set(cBox.MinX,cBox.MinY,cBox.MinZ);
face._aclPoints[1].Set(cBox.MinX,cBox.MinY,cBox.MaxZ);
face._aclPoints[2].Set(cBox.MinX,cBox.MaxY,cBox.MinZ);
facets.push_back(face);
face._aclPoints[0].Set(cBox.MinX,cBox.MaxY,cBox.MaxZ);
face._aclPoints[1].Set(cBox.MinX,cBox.MaxY,cBox.MinZ);
face._aclPoints[2].Set(cBox.MinX,cBox.MinY,cBox.MaxZ);
facets.push_back(face);
}
if ( ulX+1 == ulMaxX || (ulX+1 < ulMaxX && cGrid.GetCtElements(ulX+1,ulY, ulZ) == 0) ) {
face._aclPoints[0].Set(cBox.MaxX,cBox.MinY,cBox.MinZ);
face._aclPoints[1].Set(cBox.MaxX,cBox.MaxY,cBox.MinZ);
face._aclPoints[2].Set(cBox.MaxX,cBox.MinY,cBox.MaxZ);
facets.push_back(face);
face._aclPoints[0].Set(cBox.MaxX,cBox.MaxY,cBox.MaxZ);
face._aclPoints[1].Set(cBox.MaxX,cBox.MinY,cBox.MaxZ);
face._aclPoints[2].Set(cBox.MaxX,cBox.MaxY,cBox.MinZ);
facets.push_back(face);
}
if ( ulY == 0 || (ulY-1 >= 0 && cGrid.GetCtElements(ulX,ulY-1, ulZ) == 0) ) {
face._aclPoints[0].Set(cBox.MinX,cBox.MinY,cBox.MaxZ);
face._aclPoints[1].Set(cBox.MinX,cBox.MinY,cBox.MinZ);
face._aclPoints[2].Set(cBox.MaxX,cBox.MinY,cBox.MaxZ);
facets.push_back(face);
face._aclPoints[0].Set(cBox.MaxX,cBox.MinY,cBox.MinZ);
face._aclPoints[1].Set(cBox.MaxX,cBox.MinY,cBox.MaxZ);
face._aclPoints[2].Set(cBox.MinX,cBox.MinY,cBox.MinZ);
facets.push_back(face);
}
if ( ulY+1 == ulMaxY || (ulY+1 < ulMaxY && cGrid.GetCtElements(ulX,ulY+1, ulZ) == 0) ) {
face._aclPoints[0].Set(cBox.MaxX,cBox.MaxY,cBox.MinZ);
face._aclPoints[1].Set(cBox.MinX,cBox.MaxY,cBox.MinZ);
face._aclPoints[2].Set(cBox.MaxX,cBox.MaxY,cBox.MaxZ);
facets.push_back(face);
face._aclPoints[0].Set(cBox.MinX,cBox.MaxY,cBox.MaxZ);
face._aclPoints[1].Set(cBox.MaxX,cBox.MaxY,cBox.MaxZ);
face._aclPoints[2].Set(cBox.MinX,cBox.MaxY,cBox.MinZ);
facets.push_back(face);
}
if ( ulZ == 0 || (ulZ-1 >= 0 && cGrid.GetCtElements(ulX,ulY, ulZ-1) == 0) ) {
face._aclPoints[0].Set(cBox.MaxX,cBox.MinY,cBox.MinZ);
face._aclPoints[1].Set(cBox.MinX,cBox.MinY,cBox.MinZ);
face._aclPoints[2].Set(cBox.MaxX,cBox.MaxY,cBox.MinZ);
facets.push_back(face);
face._aclPoints[0].Set(cBox.MinX,cBox.MaxY,cBox.MinZ);
face._aclPoints[1].Set(cBox.MaxX,cBox.MaxY,cBox.MinZ);
face._aclPoints[2].Set(cBox.MinX,cBox.MinY,cBox.MinZ);
facets.push_back(face);
}
if ( ulZ+1 == ulMaxZ || (ulZ+1 < ulMaxZ && cGrid.GetCtElements(ulX,ulY, ulZ+1) == 0) ) {
face._aclPoints[0].Set(cBox.MaxX,cBox.MinY,cBox.MaxZ);
face._aclPoints[1].Set(cBox.MaxX,cBox.MaxY,cBox.MaxZ);
face._aclPoints[2].Set(cBox.MinX,cBox.MinY,cBox.MaxZ);
facets.push_back(face);
face._aclPoints[0].Set(cBox.MinX,cBox.MaxY,cBox.MaxZ);
face._aclPoints[1].Set(cBox.MinX,cBox.MinY,cBox.MaxZ);
face._aclPoints[2].Set(cBox.MaxX,cBox.MaxY,cBox.MaxZ);
facets.push_back(face);
}
}
}
MeshCore::MeshKernel kernel; kernel = facets;
const MeshCore::MeshPointArray& rPoints = kernel.GetPoints();
const MeshCore::MeshFacetArray& rFacets = kernel.GetFacets();
point.enableNotify(false);
point.setNum(rPoints.size());
unsigned int pos=0;
for (MeshCore::MeshPointArray::_TConstIterator cP=rPoints.begin(); cP!=rPoints.end(); ++cP)
point.set1Value(pos++,cP->x,cP->y,cP->z);
point.enableNotify(true);
coordIndex.enableNotify(false);
coordIndex.setNum(3*rFacets.size());
pos=0;
for (MeshCore::MeshFacetArray::_TConstIterator cF=rFacets.begin(); cF!=rFacets.end(); ++cF){
coordIndex.set1Value(pos++,cF->_aulPoints[0]);
coordIndex.set1Value(pos++,cF->_aulPoints[1]);
coordIndex.set1Value(pos++,cF->_aulPoints[2]);
}
coordIndex.enableNotify(true);
point.touch();
coordIndex.touch();
#ifdef FC_DEBUG
std::ofstream str( "bbox.stl", std::ios::out | std::ios::binary );
MeshCore::MeshOutput aWriter(kernel);
aWriter.SaveBinarySTL( str );
#endif
}
}
/**
* Either renders the complete mesh or only a subset of the points.
*/
void SoFCMeshNode::GLRender(SoGLRenderAction *action)
{
if (_mesh && shouldGLRender(action))
{
SoState* state = action->getState();
SbBool mode = Gui::SoFCInteractiveElement::get(state);
//Binding mbind = this->findMaterialBinding(state);
SoMaterialBundle mb(action);
//SoTextureCoordinateBundle tb(action, true, false);
SbBool needNormals = !mb.isColorOnly()/* || tb.isFunction()*/;
mb.sendFirst(); // make sure we have the correct material
//SbBool ccw = TRUE;
//if (SoShapeHintsElement::getVertexOrdering(state) == SoShapeHintsElement::CLOCKWISE)
// ccw = FALSE;
if ( mode == false || countTriangles() <= this->MaximumTriangles )
drawFaces(needNormals);
else
drawPoints(needNormals);
// Disable caching for this node
SoGLCacheContextElement::shouldAutoCache(state, SoGLCacheContextElement::DONT_AUTO_CACHE);
}
}
/**
* Renders the triangles of the complete mesh.
*/
void SoFCMeshNode::drawFaces(SbBool needNormals) const
{
// Use the data structure directly and not through MeshFacetIterator as this
// class is quite slowly (at least for rendering)
const MeshCore::MeshPointArray& rPoints = _mesh->getKernel().GetPoints();
const MeshCore::MeshFacetArray& rFacets = _mesh->getKernel().GetFacets();
if (needNormals)
{
glBegin(GL_TRIANGLES);
for ( MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it )
{
const MeshCore::MeshPoint& v0 = rPoints[it->_aulPoints[0]];
const MeshCore::MeshPoint& v1 = rPoints[it->_aulPoints[1]];
const MeshCore::MeshPoint& v2 = rPoints[it->_aulPoints[2]];
// Calculate the normal n = (v1-v0)x(v2-v0)
float n[3];
n[0] = (v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y);
n[1] = (v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z);
n[2] = (v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x);
glNormal(n);
glVertex(v0);
glVertex(v1);
glVertex(v2);
}
glEnd();
}
else
{
glBegin(GL_TRIANGLES);
for ( MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it )
{
glVertex(rPoints[it->_aulPoints[0]]);
glVertex(rPoints[it->_aulPoints[1]]);
glVertex(rPoints[it->_aulPoints[2]]);
}
glEnd();
}
}
/**
* Renders the gravity points of a subset of triangles.
*/
void SoFCMeshNode::drawPoints(SbBool needNormals) const
{
// Use the data structure directly and not through MeshFacetIterator as this
// class is quite slowly (at least for rendering)
const MeshCore::MeshPointArray& rPoints = _mesh->getKernel().GetPoints();
const MeshCore::MeshFacetArray& rFacets = _mesh->getKernel().GetFacets();
int mod = rFacets.size()/MaximumTriangles+1;
float size = std::min<float>((float)mod,3.0f);
glPointSize(size);
if (needNormals)
{
glBegin(GL_POINTS);
int ct=0;
for ( MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it, ct++ )
{
if ( ct%mod==0 ) {
const MeshCore::MeshPoint& v0 = rPoints[it->_aulPoints[0]];
const MeshCore::MeshPoint& v1 = rPoints[it->_aulPoints[1]];
const MeshCore::MeshPoint& v2 = rPoints[it->_aulPoints[2]];
// Calculate the normal n = (v1-v0)x(v2-v0)
float n[3];
n[0] = (v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y);
n[1] = (v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z);
n[2] = (v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x);
// Calculate the center point p=(v0+v1+v2)/3
float p[3];
p[0] = (v0.x+v1.x+v2.x)/3.0f;
p[1] = (v0.y+v1.y+v2.y)/3.0f;
p[2] = (v0.z+v1.z+v2.z)/3.0f;
glNormal3fv(n);
glVertex3fv(p);
}
}
glEnd();
}
else
{
glBegin(GL_POINTS);
int ct=0;
for ( MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it, ct++ )
{
if (ct%mod==0) {
const MeshCore::MeshPoint& v0 = rPoints[it->_aulPoints[0]];
const MeshCore::MeshPoint& v1 = rPoints[it->_aulPoints[1]];
const MeshCore::MeshPoint& v2 = rPoints[it->_aulPoints[2]];
// Calculate the center point p=(v0+v1+v2)/3
float p[3];
p[0] = (v0.x+v1.x+v2.x)/3.0f;
p[1] = (v0.y+v1.y+v2.y)/3.0f;
p[2] = (v0.z+v1.z+v2.z)/3.0f;
glVertex3fv(p);
}
}
glEnd();
}
}
/** Sets the point indices, the geometric points and the normal for each triangle.
* If the number of triangles exceeds \a MaximumTriangles then only a triangulation of
* a rough model is filled in instead. This is due to performance issues.
* \see createTriangleDetail().
*/
void SoFCMeshNode::generatePrimitives(SoAction* action)
{
if (_mesh)
{
// Use the data structure directly and not through MeshFacetIterator as this
// class is quite slowly (at least for rendering)
const MeshCore::MeshPointArray& rPoints = _mesh->getKernel().GetPoints();
const MeshCore::MeshFacetArray& rFacets = _mesh->getKernel().GetFacets();
// In case we have too many triangles we just create a rough model of the original mesh
if ( this->MaximumTriangles < rFacets.size() ) {
//FIXME: We should notify this shape when the data has changed.
//Just counting the number of triangles won't always work.
if ( rFacets.size() != _ctPrimitives ) {
_ctPrimitives = rFacets.size();
createRoughModel(false);
}
SoPrimitiveVertex vertex;
beginShape(action, TRIANGLES, 0);
int i=0;
while ( i<coordIndex.getNum() )
{
const SbVec3f& v0 = point[coordIndex[i++]];
const SbVec3f& v1 = point[coordIndex[i++]];
const SbVec3f& v2 = point[coordIndex[i++]];
// Calculate the normal n = (v1-v0)x(v2-v0)
SbVec3f n;
n[0] = (v1[1]-v0[1])*(v2[2]-v0[2])-(v1[2]-v0[2])*(v2[1]-v0[1]);
n[1] = (v1[2]-v0[2])*(v2[0]-v0[0])-(v1[0]-v0[0])*(v2[2]-v0[2]);
n[2] = (v1[0]-v0[0])*(v2[1]-v0[1])-(v1[1]-v0[1])*(v2[0]-v0[0]);
// Set the normal
vertex.setNormal(n);
vertex.setPoint( v0 );
shapeVertex(&vertex);
vertex.setPoint( v1 );
shapeVertex(&vertex);
vertex.setPoint( v2 );
shapeVertex(&vertex);
}
endShape();
} else {
// Create the information when moving over or picking into the scene
SoPrimitiveVertex vertex;
SoPointDetail pointDetail;
SoFaceDetail faceDetail;
vertex.setDetail(&pointDetail);
beginShape(action, TRIANGLES, &faceDetail);
for ( MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it )
{
const MeshCore::MeshPoint& v0 = rPoints[it->_aulPoints[0]];
const MeshCore::MeshPoint& v1 = rPoints[it->_aulPoints[1]];
const MeshCore::MeshPoint& v2 = rPoints[it->_aulPoints[2]];
// Calculate the normal n = (v1-v0)x(v2-v0)
SbVec3f n;
n[0] = (v1.y-v0.y)*(v2.z-v0.z)-(v1.z-v0.z)*(v2.y-v0.y);
n[1] = (v1.z-v0.z)*(v2.x-v0.x)-(v1.x-v0.x)*(v2.z-v0.z);
n[2] = (v1.x-v0.x)*(v2.y-v0.y)-(v1.y-v0.y)*(v2.x-v0.x);
// Set the normal
vertex.setNormal(n);
// Vertex 0
pointDetail.setCoordinateIndex(it->_aulPoints[0]);
vertex.setPoint(sbvec3f(v0));
shapeVertex(&vertex);
// Vertex 1
pointDetail.setCoordinateIndex(it->_aulPoints[1]);
vertex.setPoint(sbvec3f(v1));
shapeVertex(&vertex);
// Vertex 2
pointDetail.setCoordinateIndex(it->_aulPoints[2]);
vertex.setPoint(sbvec3f(v2));
shapeVertex(&vertex);
// Increment for the next face
faceDetail.incFaceIndex();
}
endShape();
}
}
}
/**
* If the number of triangles exceeds \a MaximumTriangles 0 is returned. This means that the client programmer needs to implement itself to get the
* index of the picked triangle. If the number of triangles doesn't exceed \a MaximumTriangles SoShape::createTriangleDetail() gets called.
* Against the default OpenInventor implementation which returns 0 as well Coin3d fills in the point and face indices.
*/
SoDetail * SoFCMeshNode::createTriangleDetail(SoRayPickAction * action,
const SoPrimitiveVertex * v1,
const SoPrimitiveVertex * v2,
const SoPrimitiveVertex * v3,
SoPickedPoint * pp)
{
if ( this->MaximumTriangles < countTriangles() ) {
return 0;
} else {
SoDetail* detail = inherited::createTriangleDetail(action, v1, v2, v3, pp);
return detail;
}
}
/**
* Sets the bounding box of the mesh to \a box and its center to \a center.
*/
void SoFCMeshNode::computeBBox(SoAction *action, SbBox3f &box, SbVec3f &center)
{
// Get the bbox directly from the mesh kernel
if (countTriangles() > 0) {
const Base::BoundBox3f& cBox = _mesh->getKernel().GetBoundBox();
box.setBounds(SbVec3f(cBox.MinX,cBox.MinY,cBox.MinZ),
SbVec3f(cBox.MaxX,cBox.MaxY,cBox.MaxZ));
Base::Vector3f mid = cBox.CalcCenter();
center.setValue(mid.x,mid.y,mid.z);
}
else {
box.setBounds(SbVec3f(0,0,0), SbVec3f(0,0,0));
center.setValue(0.0f,0.0f,0.0f);
}
}
/**
* Adds the number of the triangles to the \a SoGetPrimitiveCountAction.
*/
void SoFCMeshNode::getPrimitiveCount(SoGetPrimitiveCountAction * action)
{
if (!this->shouldPrimitiveCount(action))
return;
action->addNumTriangles(countTriangles());
}
/**
* Counts the number of triangles. If a mesh is not set yet it returns 0.
*/
unsigned int SoFCMeshNode::countTriangles() const
{
return (_mesh ? _mesh->countFacets() : 0);
}
/**
* Writes out the mesh node.
*/
void SoFCMeshNode::write( SoWriteAction* action )
{
SoOutput * out = action->getOutput();
if (out->getStage() == SoOutput::COUNT_REFS) {
this->addWriteReference(out, FALSE);
}
else if (out->getStage() == SoOutput::WRITE) {
const MeshCore::MeshPointArray& rPoints = _mesh->getKernel().GetPoints();
const MeshCore::MeshFacetArray& rFacets = _mesh->getKernel().GetFacets();
if (this->writeHeader(out, FALSE, FALSE))
return;
point.setNum(rPoints.size());
unsigned int pos=0;
for (MeshCore::MeshPointArray::_TConstIterator cP=rPoints.begin(); cP!=rPoints.end(); ++cP)
point.set1Value(pos++,cP->x,cP->y,cP->z);
coordIndex.setNum(3*rFacets.size());
pos=0;
for (MeshCore::MeshFacetArray::_TConstIterator cF=rFacets.begin(); cF!=rFacets.end(); ++cF){
coordIndex.set1Value(pos++,cF->_aulPoints[0]);
coordIndex.set1Value(pos++,cF->_aulPoints[1]);
coordIndex.set1Value(pos++,cF->_aulPoints[2]);
}
this->getFieldData()->write(out, this);
this->writeFooter(out);
point.deleteValues(0);
coordIndex.deleteValues(0);
}
}
/**
* Reads in the mesh node from the input stream.
*/
SbBool SoFCMeshNode::readInstance( SoInput* in, unsigned short flags )
{
SbBool ret = inherited::readInstance(in, flags);
MeshCore::MeshPointArray cPoints;
cPoints.resize(point.getNum());
for (int i=0; i<point.getNum(); ++i) {
const SbVec3f& pt = point[i];
cPoints[i].Set(pt[0],pt[1],pt[2]);
}
MeshCore::MeshFacetArray cFacets;
cFacets.resize(coordIndex.getNum()/3);
unsigned long k=0;
for (int j=0; j<coordIndex.getNum(); ++k) {
cFacets[k]._aulPoints[0] = coordIndex[j++];
cFacets[k]._aulPoints[1] = coordIndex[j++];
cFacets[k]._aulPoints[2] = coordIndex[j++];
}
point.deleteValues(0);
coordIndex.deleteValues(0);
MeshCore::MeshKernel kernel;
kernel.Adopt(cPoints, cFacets, true);
_mesh = new Mesh::MeshObject(kernel);
return ret;
}
// -------------------------------------------------------
SO_NODE_SOURCE(SoFCMeshOpenEdge);
void SoFCMeshOpenEdge::initClass()
{
SO_NODE_INIT_CLASS(SoFCMeshOpenEdge, SoShape, "Shape");
}
SoFCMeshOpenEdge::SoFCMeshOpenEdge() : _mesh(0)
{
SO_NODE_CONSTRUCTOR(SoFCMeshOpenEdge);
}
/**
* Sets the mesh.
*/
void SoFCMeshOpenEdge::setMesh(const Mesh::MeshObject* mesh)
{
_mesh = mesh;
}
/**
* Renders the open edges only.
*/
void SoFCMeshOpenEdge::GLRender(SoGLRenderAction *action)
{
if (_mesh && shouldGLRender(action))
{
SoState* state = action->getState();
SoMaterialBundle mb(action);
SoTextureCoordinateBundle tb(action, TRUE, FALSE);
SoLazyElement::setLightModel(state, SoLazyElement::BASE_COLOR);
mb.sendFirst(); // make sure we have the correct material
drawLines();
// Disable caching for this node
SoGLCacheContextElement::shouldAutoCache(state, SoGLCacheContextElement::DONT_AUTO_CACHE);
}
}
/**
* Renders the triangles of the complete mesh.
*/
void SoFCMeshOpenEdge::drawLines() const
{
// Use the data structure directly and not through MeshFacetIterator as this
// class is quite slowly (at least for rendering)
const MeshCore::MeshPointArray& rPoints = _mesh->getKernel().GetPoints();
const MeshCore::MeshFacetArray& rFacets = _mesh->getKernel().GetFacets();
// When rendering open edges use the given line width * 3
GLfloat lineWidth;
glGetFloatv(GL_LINE_WIDTH, &lineWidth);
glLineWidth(3.0f*lineWidth);
glBegin(GL_LINES);
for ( MeshCore::MeshFacetArray::_TConstIterator it = rFacets.begin(); it != rFacets.end(); ++it ) {
for ( int i=0; i<3; i++ ) {
if ( it->_aulNeighbours[i] == ULONG_MAX ) {
glVertex(rPoints[it->_aulPoints[i]]);
glVertex(rPoints[it->_aulPoints[(i+1)%3]]);
}
}
}
glEnd();
}
void SoFCMeshOpenEdge::generatePrimitives(SoAction* action)
{
// do not create primitive information as an SoFCMeshNode should already be used that delivers the information
}
/**
* Sets the bounding box of the mesh to \a box and its center to \a center.
*/
void SoFCMeshOpenEdge::computeBBox(SoAction *action, SbBox3f &box, SbVec3f &center)
{
// Get the bbox directly from the mesh kernel
if (_mesh) {
const Base::BoundBox3f& cBox = _mesh->getKernel().GetBoundBox();
box.setBounds(SbVec3f(cBox.MinX,cBox.MinY,cBox.MinZ),
SbVec3f(cBox.MaxX,cBox.MaxY,cBox.MaxZ));
Base::Vector3f mid = cBox.CalcCenter();
center.setValue(mid.x,mid.y,mid.z);
}
else {
box.setBounds(SbVec3f(0,0,0), SbVec3f(0,0,0));
center.setValue(0.0f,0.0f,0.0f);
}
}
/**
* Adds the number of the triangles to the \a SoGetPrimitiveCountAction.
*/
void SoFCMeshOpenEdge::getPrimitiveCount(SoGetPrimitiveCountAction * action)
{
if (!this->shouldPrimitiveCount(action))
return;
// Count number of open edges first
int ctEdges=0;
const MeshCore::MeshFacetArray& rFaces = _mesh->getKernel().GetFacets();
for ( MeshCore::MeshFacetArray::_TConstIterator jt = rFaces.begin(); jt != rFaces.end(); ++jt ) {
for ( int i=0; i<3; i++ ) {
if ( jt->_aulNeighbours[i] == ULONG_MAX ) {
ctEdges++;
}
}
}
action->addNumLines(ctEdges);
}